- 19 Mar, 2019 1 commit
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Laszlo Agocs authored
Out of my league and time is up. Cannot get it work on non-GL. Something is wrong with the math, no idea what.
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- 18 Mar, 2019 7 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
...not yet finished.
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
Shaders and camera logic not yet there. It is essential to have a test that exercises depth-only passes and rendering into a depth texture that is then used in another pass. Some simple shadow casting directional light is a good example for this.
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Laszlo Agocs authored
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- 16 Mar, 2019 6 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
...when running on gles 3.0+ or gl.
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 15 Mar, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
This is a convenience to allow renderers to figure out the sample count for their pso by just querying renderTarget()->sampleCount() where the render target is set up and provided from another component outside of the renderer's knowledge and control.
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- 14 Mar, 2019 2 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 13 Mar, 2019 3 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 12 Mar, 2019 7 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
These may be used by Q3DS for HDR images (IBL).
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Laszlo Agocs authored
do not reimplement the same logic that is already there in qopenglfunctions.cpp
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- 11 Mar, 2019 5 commits
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
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Laszlo Agocs authored
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- 10 Mar, 2019 1 commit
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Laszlo Agocs authored
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- 07 Mar, 2019 4 commits
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Laszlo Agocs authored
...so that setting QRhiSwapChain::sRGB behaves identically between all 4 backends.
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Laszlo Agocs authored
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Laszlo Agocs authored
Partial (source size specified) 32-bit uploads no longer read potentially out of bounds. 8 and 16 bit formats give correct results even when the source stride is not 4 byte aligned.
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Laszlo Agocs authored
The order is important here, if there are multiple operations targeting or reading from the same texture.
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- 05 Mar, 2019 1 commit
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Laszlo Agocs authored
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- 04 Mar, 2019 1 commit
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Laszlo Agocs authored
Inspired by QObject::deleteLater()...
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